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@FlaShG
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Very simple Tweens for Unity using Coroutines.
using UnityEngine;
using System;
using System.Collections;
/// <summary>
/// Provides simple tweening coroutines. Use them with StartCoroutine in your component.
/// </summary>
public static class CorouTweens
{
public enum UpdateType
{
Update, FixedUpdate
}
private static readonly YieldInstruction waitForFixedUpdate = new WaitForFixedUpdate();
#region Tweens
public static AnimationCurve easeInOut
{
get { return AnimationCurve.EaseInOut(0, 0, 1, 1); }
}
public static AnimationCurve easeOut
{
get
{
return new AnimationCurve(new Keyframe(0, 0, 0, 2),
new Keyframe(1, 1, 0, 0));
}
}
public static AnimationCurve backOut
{
get
{
return new AnimationCurve(new Keyframe(0, 0, 0, 4),
new Keyframe(1, 1, 0, 0));
}
}
public static AnimationCurve bounceOut
{
get
{
return new AnimationCurve(new Keyframe(0, 0, 0, 0),
new Keyframe(0.4f, 1, 5, -4),
new Keyframe(0.7f, 1, 4, -3),
new Keyframe(0.9f, 1, 3, -2),
new Keyframe(1, 1, 2, 0));
}
}
#endregion
#region Float
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Lerp(float from,
float to,
float duration,
Action<float> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Mathf.Lerp(from, to, t));
yield return waitInstruction;
}
callback(to);
}
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> with the given <paramref name="speed">.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="speed">The speed at which to move towards the target.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator LerpWithSpeed(float from,
float to,
float speed,
Action<float> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
var value = Mathf.MoveTowards(from, to, speed * Time.deltaTime);
callback(value);
while (value != to)
{
yield return waitInstruction;
value = Mathf.MoveTowards(value, to, speed * Time.deltaTime);
callback(value);
}
callback(to);
}
/// <summary>
/// Interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Uses the given <paramref name="curve"> for tweening.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="curve">The curve describing the tween. Consider using the available ones from the CorouTween class.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Interpolate(float from,
float to,
float duration,
AnimationCurve curve,
Action<float> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Mathf.Lerp(from, to, curve.Evaluate(t)));
yield return waitInstruction;
}
callback(Mathf.Lerp(from, to, curve.Evaluate(1)));
}
#endregion
#region Vector2
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Lerp(Vector2 from,
Vector2 to,
float duration,
Action<Vector2> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Vector2.Lerp(from, to, t));
yield return waitInstruction;
}
callback(to);
}
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> with the given <paramref name="speed">.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="speed">The speed at which to move towards the target.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator LerpWithSpeed(Vector2 from,
Vector2 to,
float speed,
Action<Vector2> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
var value = Vector2.MoveTowards(from, to, speed * Time.deltaTime);
callback(value);
while (value != to)
{
yield return waitInstruction;
value = Vector2.MoveTowards(value, to, speed * Time.deltaTime);
callback(value);
}
callback(to);
}
/// <summary>
/// Interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Uses the given <paramref name="curve"> for tweening.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="curve">The curve describing the tween. Consider using the available ones from the CorouTween class.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Interpolate(Vector2 from,
Vector2 to,
float duration,
AnimationCurve curve,
Action<Vector2> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Vector2.Lerp(from, to, curve.Evaluate(t)));
yield return waitInstruction;
}
callback(Vector2.Lerp(from, to, curve.Evaluate(1)));
}
#endregion
#region Vector3
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Lerp(Vector3 from,
Vector3 to,
float duration,
Action<Vector3> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Vector3.Lerp(from, to, t));
yield return waitInstruction;
}
callback(to);
}
/// <summary>
/// Linearly interpolates from <paramref name="from"> to <paramref name="to"> with the given <paramref name="speed">.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="speed">The speed at which to move towards the target.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator LerpWithSpeed(Vector3 from,
Vector3 to,
float speed,
Action<Vector3> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
var value = Vector3.MoveTowards(from, to, speed * Time.deltaTime);
callback(value);
while (value != to)
{
yield return waitInstruction;
value = Vector3.MoveTowards(value, to, speed * Time.deltaTime);
callback(value);
}
callback(to);
}
/// <summary>
/// Interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Uses the given <paramref name="curve"> for tweening.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="curve">The curve describing the tween. Consider using the available ones from the CorouTween class.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Interpolate(Vector3 from,
Vector3 to,
float duration,
AnimationCurve curve,
Action<Vector3> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Vector3.Lerp(from, to, curve.Evaluate(t)));
yield return waitInstruction;
}
callback(Vector3.Lerp(from, to, curve.Evaluate(1)));
}
#endregion
#region Quaternion
/// <summary>
/// Spherically interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Lerp(Quaternion from,
Quaternion to,
float duration,
Action<Quaternion> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Quaternion.Slerp(from, to, t));
yield return waitInstruction;
}
callback(to);
}
/// <summary>
/// Spherically interpolates from <paramref name="from"> to <paramref name="to"> with the given <paramref name="speed">.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="speed">The speed at which to move towards the target.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator LerpWithSpeed(Quaternion from,
Quaternion to,
float speed,
Action<Quaternion> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
var value = Quaternion.RotateTowards(from, to, speed * Time.deltaTime);
callback(value);
while (value != to)
{
yield return waitInstruction;
value = Quaternion.RotateTowards(value, to, speed * Time.deltaTime);
callback(value);
}
callback(to);
}
/// <summary>
/// Interpolates from <paramref name="from"> to <paramref name="to"> for the given <paramref name="duration"> in seconds.
/// Uses the given <paramref name="curve"> for tweening.
/// Calls <paramref name="callback"> and passes the interpolated value to it in every step.
/// <param name="from">The initial value to start from.</param>
/// <param name="to">The target value to interpolate towards.</param>
/// <param name="duration">The duration in seconds the interpolation is supposed to last.</param>
/// <param name="curve">The curve describing the tween. Consider using the available ones from the CorouTween class.</param>
/// <param name="callback">The callback called each step. The current interpolation result is passed to it.</param>
/// <param name="updateType">Choose between interpolation in Update or FixedUpdate.</param>
/// </summary>
public static IEnumerator Interpolate(Quaternion from,
Quaternion to,
float duration,
AnimationCurve curve,
Action<Quaternion> callback,
UpdateType updateType = UpdateType.Update)
{
var waitInstruction = updateType == UpdateType.FixedUpdate ? waitForFixedUpdate : null;
for (var time = Time.deltaTime; time < duration; time += Time.deltaTime)
{
var t = time / duration;
callback(Quaternion.Slerp(from, to, curve.Evaluate(t)));
yield return waitInstruction;
}
callback(Quaternion.Slerp(from, to, curve.Evaluate(1)));
}
#endregion
}
using UnityEngine;
public class CorouTweenTest : MonoBehaviour
{
[SerializeField]
private Vector3 targetPosition;
[SerializeField]
private float duration = 1;
private void Start()
{
StartCoroutine(CorouTweens.Interpolate(transform.position,
targetPosition,
duration,
CorouTweens.bounceOut,
pos => transform.position = pos));
}
}
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